This job listing expired on Nov 4, 2021
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Founded in 2010 by the original creators of the Call of Duty Franchise, Respawn was created with the philosophy that when talented people have creative freedom, they'll make extraordinary games that achieve the unexpected. From our roots as an indie studio to joining the expansive roster of studios at Electronic Arts, this remains our guiding principle. We truly love what we do and want to share our passion with players worldwide. Our shipped titles include critically acclaimed multi-platform games Apex Legends, Titanfall, Titanfall 2, Star Wars™ Jedi: Fallen Order and Medal of Honor: Above and Beyond. Join us for the opportunity to create groundbreaking games with some of the best developer talent in the industry.

We're looking for a highly skilled Lead Lighting Artist to join our Apex team. Reporting to the Art Director, the Lighting artist will help create incredible real-time rendered lighting which meet the vision for the gameplay experience. Our ideal candidate has sensibilities pertaining to real-time rendered Lighting both technically and creatively, and is experienced as a member of a game development team (or a team that develops within a game engine) with a focus on creating Lighting. We are picturing someone with a passion for fun gameplay and the ability to both inspire and create, who can embrace our game development philosophy and share their hard earned expertise to create an incredible experience for our players.

Responsibilities

  • Applicants must be able to fulfill these job responsibilities:
  • Develop & communicate technical requirements for engine lighting systems, workflows, & tools to serve game team product goals.
  • Stays current with and consistently exhibits a high degree of technical knowledge about current state-of-the-industry in real-time lighting.
  • Effectively Educate & Articulate Lighting concepts to the rest of the game team through presentations including members of other disciplines, such as Engineering, Operations, and Production.
  • Drive inclusion of new lighting solutions, tools & workflows in tech roadmaps, including engine roadmaps, product tech art roadmaps that meet product requirements.
  • Drive selection of off-the-shelf software and hardware solutions for product lighting team to use in their workflows.
  • Explore different visual looks via reference-gathering and prototype development in-engine with the intent of helping define lighting direction.
  • Establish standards of quality through the joint development of visual targets & prototypes with the guidance of the Art Director.
  • Create style-guides to describe how lighting will contribute to the visual direction of the title.
  • Set technical standards and production processes to guide the lighting team’s work and ensure that their work achieves visual quality while also meeting performance standards.
  • Directly create proof-of-concept work in pre-production with the intent of creating proven estimates for a lighting team to replicate in production.
  • Create test case levels for performance testing to establish performance benchmarks in conjunction with a Tech Artist.
  • Set release-level and sprint-level goals for the lighting team to achieve.

Experience

Candidates should have experience in the following areas:

  • 8+ Years Experience on Video Game production teams
  • Experience shipping lighting content in a line team lead position on 3-4 shipped console/PC titles.
  • Has experience with efficient lighting placement
  • Has significant experience creating dynamic lighting to simulate a day-night cycle (Time-of-day) with a range of weather conditions.
  • Has experience in developing real-time lighting for a single title that scales across multiple platforms with a wide performance delta (e.g., Mobile, Console, Gaming PC).
  • Build lighting in game engine with different lighting passes such as direct and indirect lighting passes for exterior and interior in large scale maps
  • Identify lighting issues and apply fix on lightmapped and vertex lit geometries
  • Work lighting knowledge of Maya, or other commercial 3D packages
  • Edit images in mainstream software such as Photoshop
  • Experience with portrait lighting, stage lighting, or architectural lighting
  • Work from reference materials and concept
  • Create polygonal modelling, and texture UV is considered an asset